]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
More major updates to the shotgun secondary tracing, adding new features like multi...
authorSamual <samual@xonotic.org>
Fri, 23 Sep 2011 04:56:37 +0000 (00:56 -0400)
committerSamual <samual@xonotic.org>
Fri, 23 Sep 2011 04:56:37 +0000 (00:56 -0400)
balance25.cfg
balanceFruit.cfg
balanceLeeStricklin.cfg
balanceXonotic.cfg
balancetZork.cfg
qcsrc/server/autocvars.qh
qcsrc/server/w_shotgun.qc

index 9949192c8f62f8437a47a08441fe9f0865fe6682..6dfadc12d812dfc1ed444797c8c4a4c2f31ce04f 100644 (file)
@@ -265,6 +265,8 @@ set g_balance_shotgun_secondary_melee_swing_up 30
 set g_balance_shotgun_secondary_melee_time 0.15
 set g_balance_shotgun_secondary_melee_traces 10
 set g_balance_shotgun_secondary_melee_no_doubleslap 1
+set g_balance_shotgun_secondary_melee_nonplayerdamage 0
+set g_balance_shotgun_secondary_melee_multihit 1
 set g_balance_shotgun_secondary_damage 115
 set g_balance_shotgun_secondary_force 150
 set g_balance_shotgun_secondary_refire 1.1
index fc1a3d034c0113565f6e2741edba39bcca6be65b..ec23f590c7377b59b366700679b503e2f79a3ce4 100644 (file)
@@ -265,6 +265,8 @@ set g_balance_shotgun_secondary_melee_swing_up 30
 set g_balance_shotgun_secondary_melee_time 0.15
 set g_balance_shotgun_secondary_melee_traces 10
 set g_balance_shotgun_secondary_melee_no_doubleslap 1
+set g_balance_shotgun_secondary_melee_nonplayerdamage 0
+set g_balance_shotgun_secondary_melee_multihit 1
 set g_balance_shotgun_secondary_damage 110
 set g_balance_shotgun_secondary_force 150
 set g_balance_shotgun_secondary_refire 1.1
index 4741f00f2d52f9e689493385d859252033641b98..37ca225e9d16c0aef778ee99e5115507d2d160d0 100644 (file)
@@ -265,6 +265,8 @@ set g_balance_shotgun_secondary_melee_swing_up 30
 set g_balance_shotgun_secondary_melee_time 0.15
 set g_balance_shotgun_secondary_melee_traces 10
 set g_balance_shotgun_secondary_melee_no_doubleslap 1
+set g_balance_shotgun_secondary_melee_nonplayerdamage 0
+set g_balance_shotgun_secondary_melee_multihit 1
 set g_balance_shotgun_secondary_damage 84
 set g_balance_shotgun_secondary_force 147
 set g_balance_shotgun_secondary_refire 1.1
index 71ed51b81571fd9e0ca32782316cd1114109f118..7fc125b596f9501ecfbc2193b8e418d07716ded0 100644 (file)
@@ -265,9 +265,11 @@ set g_balance_shotgun_secondary_melee_swing_up 30
 set g_balance_shotgun_secondary_melee_time 0.15
 set g_balance_shotgun_secondary_melee_traces 10
 set g_balance_shotgun_secondary_melee_no_doubleslap 1
-set g_balance_shotgun_secondary_damage 110
+set g_balance_shotgun_secondary_melee_nonplayerdamage 0
+set g_balance_shotgun_secondary_melee_multihit 1
+set g_balance_shotgun_secondary_damage 100
 set g_balance_shotgun_secondary_force 200
-set g_balance_shotgun_secondary_refire 1.1
+set g_balance_shotgun_secondary_refire 1.4
 set g_balance_shotgun_secondary_animtime 1
 set g_balance_shotgun_reload_ammo 0 //default: 5
 set g_balance_shotgun_reload_time 2
index 49de125f975baf5812d42e91b169eb83aa22cbdd..2d7afed7a9c52602ce0dd6ae30bd5cf28062f65c 100644 (file)
@@ -265,6 +265,8 @@ set g_balance_shotgun_secondary_melee_swing_up 30
 set g_balance_shotgun_secondary_melee_time 0.15
 set g_balance_shotgun_secondary_melee_traces 10
 set g_balance_shotgun_secondary_melee_no_doubleslap 1
+set g_balance_shotgun_secondary_melee_nonplayerdamage 0
+set g_balance_shotgun_secondary_melee_multihit 1
 set g_balance_shotgun_secondary_damage 110
 set g_balance_shotgun_secondary_force 150
 set g_balance_shotgun_secondary_refire 1.1
index bcb47926bb2d35eac1307f7b88f89451166ae0d6..f3cc68c4787ce63aa16c79b09750deda54c0ccee 100644 (file)
@@ -656,6 +656,8 @@ float autocvar_g_balance_shotgun_secondary_melee_swing_up;
 float autocvar_g_balance_shotgun_secondary_melee_time;
 float autocvar_g_balance_shotgun_secondary_melee_traces;
 float autocvar_g_balance_shotgun_secondary_melee_no_doubleslap;
+float autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage;
+float autocvar_g_balance_shotgun_secondary_melee_multihit;
 float autocvar_g_balance_shotgun_secondary_refire;
 float autocvar_g_balance_shotgun_reload_ammo;
 float autocvar_g_balance_shotgun_reload_time;
index e78db50a837e892a2edc607ef69049ebe2f40d2c..a6aaae0af4ae5007f4763a764ecb4d4d221aae52 100644 (file)
@@ -46,23 +46,31 @@ void W_Shotgun_Attack (void)
        W_AttachToShotorg(flash, '5 0 0');
 }
 
-entity lgbeam_owner_ent;
 .float swing_prev;
+.entity swing_alreadyhit;
 void shotgun_meleethink (void)
 {
        // declarations
-       float i, f, swing, swing_factor, meleetime;
+       float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
        vector targpos;
-       
-       if(!self.cnt) { self.cnt = time; }
 
-       makevectors(self.realowner.v_angle);
+       if(!self.cnt) { self.cnt = time; } // set start time of melee
 
+       makevectors(self.realowner.v_angle); // update values for v_* vectors
+       
+       // calculate swing percentage based on time
        meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
-
        swing = bound(0, (self.cnt + meleetime - time) / meleetime, 1);
        f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
        
+       // check to see if we can still continue, otherwise give up now
+       if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap))
+       {
+               remove(self);
+               return;
+       }
+       
+       // if okay, perform the traces needed for this frame 
        for(i=self.swing_prev; i < f; ++i)
        {
                swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
@@ -71,45 +79,52 @@ void shotgun_meleethink (void)
                        + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
                        + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
                        + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
-                       
-               if(!lgbeam_owner_ent) // WTF IS THIS DOING HERE?
-               {
-                       lgbeam_owner_ent = spawn();
-                       lgbeam_owner_ent.classname = "lgbeam_owner_ent";
-               }
-               WarpZone_traceline_antilag(lgbeam_owner_ent, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
 
-               // te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+               WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
+
+               // draw lightning beams for debugging
+               // te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); 
                // te_customflash(targpos, 40,  2, '1 1 1');
+               
+               is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
 
-               // apply the damage, also remove self
-               if((trace_fraction < 1) && (trace_ent.takedamage == DAMAGE_AIM) && (trace_ent.classname == "player" || trace_ent.classname == "body"))
+               if((trace_fraction < 1) // if trace is good, apply the damage and remove self
+                       && (trace_ent.takedamage == DAMAGE_AIM)  
+                       && (trace_ent != self.swing_alreadyhit)
+                       && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
                {       
+                       if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
+                               swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+                       else
+                               swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+                       
                        Damage(trace_ent, self.realowner, self.realowner, 
-                               autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1), WEP_SHOTGUN | HITTYPE_SECONDARY, 
+                               swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, 
                                self.realowner.origin + self.realowner.view_ofs, 
                                v_forward * autocvar_g_balance_shotgun_secondary_force);
                                
                        if(accuracy_isgooddamage(self.realowner, trace_ent))
-                               accuracy_add(self.realowner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+                               accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
                                
-                       // debug: te_customflash(targpos, 200, 2, '15 0 0');
+                       // draw large red flash for debugging
+                       // te_customflash(targpos, 200, 2, '15 0 0');
                        
-                       remove(self);
-                       return;
+                       if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+                       {
+                               self.swing_alreadyhit = trace_ent;
+                               continue; // move along to next trace
+                       }
+                       else
+                       {
+                               remove(self);
+                               return;
+                       }
                }
        }
        
-       if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent
-       {
-               remove(self);
-               return;
-       }
-       else
-       {
-               self.swing_prev = i;
-               self.nextthink = time;
-       }
+       // set up next frame 
+       self.swing_prev = i;
+       self.nextthink = time;
 }
 
 void W_Shotgun_Attack2 (void)